A Turn is a period of time, in which certain actions may be taken by a [[Side]].

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A Turn is a period of time, in which certain actions may be taken by a [[Side]]. It is not the same thing as the beginning of the Day.<br>

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''(For information about mechanics of defecting to an enemy side, see [[Turning]].)''<br>

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(For the magical discipline see [[Turnamancy]].)

==Acting on Turn==

==Acting on Turn==

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Each day is divided up into a series of Turns, and each [[Sides|Side]] gets a single Turn per day. There is a natural turn order, resulting in a cyclic turn order. (Eg. Side A will always move before Side B, who will move before Side C, then night will pass and Side A moves again.) Note that [[alliance]]s affect Turn order.

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Each day is divided up into a series of Turns, and each [[Side]] gets a single Turn per day. There is a natural turn order, resulting in a cyclic turn order. (Eg. Side A will always move before Side B, who will move before Side C, then night will pass and Side A moves again.) Note that [[alliance]]s affect Turn order.

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If multiple [[Sides]] ally, they take turns simultaneously, on the Turn of the last ally. For instance, using the example above, if Side A allies with Side C, then Side B will take Turn before Sides A and C, who take Turn simultaneously. If Sides A and B ally, they will both still take Turn before Side C, but they will do so simultaneously instead of consecutively.{{Ref|1|1}}

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If multiple [[Side]]s ally, they take turns simultaneously, on the Turn of the last ally. For instance, using the example above, if Side A allies with Side C, then Side B will take Turn before Sides A and C, who take Turn simultaneously. If Sides A and B ally, they will both still take Turn before Side C, but they will do so simultaneously instead of consecutively.{{Ref|1|1}}

At the beginning of Turn:

At the beginning of Turn:

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*all [[Units]] heal.{{Erf|1|046a}}

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*All [[Units]] heal.{{Erf|1|046a}}

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*[[ration]]s pop.{{Erf|1|037}}<sup> and </sup>{{Erf|1|106}}

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*[[Ration]]s pop.{{Erf|1|037}}<sup> and </sup>{{Erf|1|106}}

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*corpses of the [[Side]] coming on Turn disappear.{{Erf|1|077a|'... since corpses that aren't uncroaked or moved disappear at the start of the next turn.}}

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*Corpses of the [[Side]] coming on Turn disappear.{{Erf|1|077a|'... since corpses that aren't uncroaked or moved disappear at the start of the next turn.}}

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During its Turn, an [[Unit]] may:

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During its Turn, a [[Unit]] may:

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*Move [[Unit|Units]] (up to the unit's Move value)

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*[[Movement|Move]] (up to the unit's [[Move]] value)

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*[[Caster|Cast Spells]]

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*Cast [[Spell]]s

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*Attack [[Unit|units]]

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*Attack [[unit]]s

*Use Natural Abilities

*Use Natural Abilities

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Once a [[Side]] has completed all of these actions it wishes to perform for all the [[Units]] on its Side, it declares its [[Turn]] is over, and the day proceeds to the next Side's Turn.

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Once a [[Side]] has completed all of these actions it wishes to perform for all the [[Unit]]s on its Side, it declares its Turn is over, and the day proceeds to the next Side's Turn.

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Captured [[Unit|units]] take Turn with the [[Side]] that captured them.{{Ref|2|2}}

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Captured [[unit]]s take Turn with the [[Side]] that captured them.{{Ref|2|2}}

==Acting on Another Side's Turn==

==Acting on Another Side's Turn==

Line 29:

Line 33:

*Defend itself from attack

*Defend itself from attack

*Attack enemies only when enemies are in its hex.{{Ref|3|3}}

*Attack enemies only when enemies are in its hex.{{Ref|3|3}}

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*[[Caster|Cast spells]] only when enemies are in its hex.{{Ref|4|4}} (Some spells can only be cast on own turn.){{Erf|1|064}}

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*Cast [[Spell]]s only when enemies are in its hex.{{Ref|4|4}}

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*Automatically attack when in contact with non-allied units, unless a leader is present.

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*Automatically attack when in contact with non-allied units, unless a [[commander]] is present.

*Use Natural Abilities.{{ref|5|5}}

*Use Natural Abilities.{{ref|5|5}}

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*Change position within its hex (''e.g''. [[Lord Hamster]]'s many redeployments during the [[Battle for Gobwin Knob]])

If a [[Unit]] joins an alliance during that alliance's turn, that unit may now:{{Ref|6|6}}

If a [[Unit]] joins an alliance during that alliance's turn, that unit may now:{{Ref|6|6}}

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*[[Caster|Cast Spells]]

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*Cast [[Spell]]s

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*Attack [[Unit|units]]

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*Attack [[unit]]s

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=Speculation=

=Speculation=

It appears that the length of day is not limited, and so neither is the length of a turn. This makes it useless to hold your end of turn for longer than necessary, because the sun won't set until everyone has finished their Turn.

It appears that the length of day is not limited, and so neither is the length of a turn. This makes it useless to hold your end of turn for longer than necessary, because the sun won't set until everyone has finished their Turn.

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[[Turnamancy]] may affect the Turn in some way.

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(Not necessarily useless... just useless if your goal is to "win" Erfworld by defeating all the other sides. If a leader's goal were World Peace, for example, he could simply refuse to end his turn indefinitely, or at least until some other side used Turnamancy to force his hand. Rations would not pop until the next turn, but if hunger does not kick in until the next turn either, this might not be a problem. Fatigue doesn't go away without sleep however, so simple tiredness may eventually force a turn's end)

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[[Turnamancy]] may affect the Turn in some way. It has been noted that it can, in fact, be used to end an opposing side's turn prematurely. What other uses it may have in this respect are unclear.

==Turn Order==

==Turn Order==

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The order of turns is determined by the presense of a [[unit]] of a [[side]] in the given [[battlespace]]. If no unit of a side is present, then the turn of that side is skipped. {{ref|[[LIAB Text 13}}

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:1. [[Transylvito]] and [[Jillian]]{{erf|1|104}}

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:1. [[Carpool]]

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:2. [[CharlesComm]]{{erf|1|104}}

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:2. [[Transylvito]] and [[Jillian]]{{erf|1|104}}

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:3. [[Gobwin Knob]]

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:3. [[CharlesComm]]{{erf|1|104}}

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:4. [[Royal Crown Coalition]]

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:4. [[Gobwin Knob]]

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:5. [[Royal Crown Coalition]]

'''Note:''' As [[Alliance|alliances]] move when it's the turn of the last ally to move, the individual [[Side|Sides]] in the Coalition may normally take their turns in a different order.

'''Note:''' As [[Alliance|alliances]] move when it's the turn of the last ally to move, the individual [[Side|Sides]] in the Coalition may normally take their turns in a different order.

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We know that [[Haffaton]] had a turn before [[Faq]] but it isn't clear how that turn order interacts with these as both sides no longer exist.

=References=

=References=

Revision as of 12:08, 15 May 2012

Contents

Proposed Canon

A Turn is a period of time, in which certain actions may be taken by a Side. It is not the same thing as the beginning of the Day.(For information about mechanics of defecting to an enemy side, see Turning.)
(For the magical discipline see Turnamancy.)

Acting on Turn

Each day is divided up into a series of Turns, and each Side gets a single Turn per day. There is a natural turn order, resulting in a cyclic turn order. (Eg. Side A will always move before Side B, who will move before Side C, then night will pass and Side A moves again.) Note that alliances affect Turn order.

If multiple Sides ally, they take turns simultaneously, on the Turn of the last ally. For instance, using the example above, if Side A allies with Side C, then Side B will take Turn before Sides A and C, who take Turn simultaneously. If Sides A and B ally, they will both still take Turn before Side C, but they will do so simultaneously instead of consecutively.[1]

Speculation

It appears that the length of day is not limited, and so neither is the length of a turn. This makes it useless to hold your end of turn for longer than necessary, because the sun won't set until everyone has finished their Turn.

(Not necessarily useless... just useless if your goal is to "win" Erfworld by defeating all the other sides. If a leader's goal were World Peace, for example, he could simply refuse to end his turn indefinitely, or at least until some other side used Turnamancy to force his hand. Rations would not pop until the next turn, but if hunger does not kick in until the next turn either, this might not be a problem. Fatigue doesn't go away without sleep however, so simple tiredness may eventually force a turn's end)

Turnamancy may affect the Turn in some way. It has been noted that it can, in fact, be used to end an opposing side's turn prematurely. What other uses it may have in this respect are unclear.

Turn Order

The order of turns is determined by the presense of a unit of a side in the given battlespace. If no unit of a side is present, then the turn of that side is skipped. {{ref|[[LIAB Text 13}}